In this map, the player takes control as a predator going through a series of boxy-looking outdoor areas. Throughout the map, the player encounters several aliens and human enemies. Unfortunately, the enemies are all stationary and don't really move much even when shot at. The map looks like a first attempt at map making (which it is). Thus, it lacks all polish. There are several texture issues going on in the map, as well as a lack of a true sky box. I actually "hit" the sky at the start of the map. There is also no real ending or exit trigger to the map. I found myself coming across a ship in the final room with nothing else to do, so I exited out the game.

This simple parkour map is the first "parkour" map for AvP2. The concept of his map is simple enough. Start at A, get through the obstacles and finish at Z. The problem with the map is that there is no real challenge whatsoever. The actual platform jumping can be done in about a minute or less if the player doesn't make too many mistakes. There should be repercussions for failing a jump, whether it is having to get back to the start, losing health, having to swim back or even dying. Furthermore, the author decided to let the player run under all the obstacles to get to the end. This eliminates the requirement to even have to jump across the platforms. Essentially, a player can spawn, run in a straight line to end of the map and beat it in well under a minute. The fact that the map has no challenge makes it lose all replay value.

The map could have been greatly improved with more hazards, moving platforms, falling platforms, water, lava, ladders, etc. Basically a parkour map in the style of Ninja Warrior is what would really work for this game. Also the lack of music or ambient sound hurts this map greatly. There are other maps out there that have parkour elements and do it better than this, even though they don't advertise themselves as parkour maps. For example, many other maps have a platforming element over lava while being chased by aliens. After playing those, this map feels like a test map.

Under the Hunter's Moon (UHM) is a massive campaign loosely based on the 2004 Aliens vs Predator film. In UHM, the player controls a predator and is accompanied by two predator npcs who can be issued basic commands of holding position or following the player. The beginning of the campaign starts off at the snowy, whaling station. Here the player will face a few human npcs. Once the player enters the tunnel, the player will encounter the underground pyramid. Upon entry, the rest of the campaign will occur in the pyramid among its various rooms and chambers.

The best part of the map has to be the pyramid itself. While the entire campaign is textured to look very much like the movie, the pyramid contains many moving parts and traps. Many of the traps have an Indiana Jones/Tomb Raider feel to them. However, some traps can be a bit too harsh, such as solid floors that suddenly break dropping the player into a pit of spikes. There are also many traps that are triggered via pressing the wrong switch or walking in the wrong path. Some traps will trigger environmental hazards, while others will spawn aliens to attack the player. The enemies in the temple are nearly all aliens, minus a few human npcs that are carrying plasmacasters. Like in the AvP movie, the predators are attempting to retrieve their weapons and continue their hunt. So the player will face similar mission objectives in UHM.

Even though UHM is a campaign, it is also a mod in that it brings some new weaponry and models. The coolest addition in my opinion is the shuriken replacing the smart disc. In fact, my AvP movie electrovision skins (the green aliens in the vision mode) are included in this campaign too and they look great with the redone vision mode. However, much of the predator's weaponry is missing from the whole campaign. This may be a design choice to limiting the weaponry to the predator weapons as seen in the AvP film.

While I love a lot of this campaign, I have some major gripes with it as well. UHM is by FAR the most difficult campaign/map (minus the first level) ever made for AvP2. I appreciate difficult maps, but the challenge here is excessively difficult at times to the point at which it becomes totally unfair to the player. My playthrough took a little over two and a half hours. I probably cut about 15 minutes of wandering around trying to figure out what to do. Many times in the campaign there is no indication or hint as to where to go. Some walls that must be broken, look like normal dirt and one wouldn't know that these walls have to be destroyed to pass if not randomly attacking everything.

Although my biggest frustration lies in the alien npc ai. The aliens are VERY headbite-happy in UHM. They will even headbite while pouncing in mid-air. This can actually be quite a fun challenge, but the player's weaponry is limited. To deal with multiple instant-killing aliens the player should use long range weaponry such as the plasmacaster. However, the energy sift (tool for replacing energy to use said plasmacaster) is omitted from the campaign. Thus, ammo is extremely scarce and the player is forced to use a lot of melee. Predator melee is a LOT weaker against insta-kill, headbiting aliens. Predator healing is also omitted. So the player must quick save often hoping to have enough health to finish the map. After each map the players health and ammo is restored to maximum. The only way the player can heal is finding the rare secret pool to take a dip in. I found only one in my playthrough.

There are parts in the campaign where aliens will infinitely spawn. Even if the player kills a dozen aliens in a row, they keep spawning until eventually overwhelming the player. The parts that have infinite spawns are sometimes traps, whereas other times they aren't and are forcing the player to run to safety. If the player encounters the queen, this type of event will occur, except the aliens that spawn are 100% invincible. This is an intended trap (it is subtlety mentioned in the readme file) but I forgot and quick-saved after triggering the trap. Thus, I was entirely screwed. I realized there was a way around the trap by leading the invincible aliens into lava, but they never died and just kept screaming while stuck.

I should also mention that early in the campaign the ally predator npcs would collapse to the ground after getting injured/attacked by aliens. Later on towards the end of the campaign, one of the same predators would instantly die every time he was attacked. This was extremely frustrating, bordering on 007 protecting Natalya frustration.

UHM as a whole is pretty great. It has great presentation and a lot of content. I really think it needed some balancing with the ai, or at least a boost of the player's weaponry. If one can look past the frustrating moments, there is a lot

Under the Hunter's Moon (UHM) is a massive campaign loosely based on the 2004 Aliens vs Predator film. In UHM, the player controls a predator and is accompanied by two predator npcs who can be issued basic commands of holding position or following the player. The beginning of the campaign starts off at the snowy, whaling station. Here the player will face a few human npcs. Once the player enters the tunnel, the player will encounter the underground pyramid. Upon entry, the rest of the campaign will occur in the pyramid among its various rooms and chambers.

The best part of the map has to be the pyramid itself. While the entire campaign is textured to look very much like the movie, the pyramid contains many moving parts and traps. Many of the traps have an Indiana Jones/Tomb Raider feel to them. However, some traps can be a bit too harsh, such as solid floors that suddenly break dropping the player into a pit of spikes. There are also many traps that are triggered via pressing the wrong switch or walking in the wrong path. Some traps will trigger environmental hazards, while others will spawn aliens to attack the player. The enemies in the temple are nearly all aliens, minus a few human npcs that are carrying plasmacasters. Like in the AvP movie, the predators are attempting to retrieve their weapons and continue their hunt. So the player will face similar mission objectives in UHM.

Even though UHM is a campaign, it is also a mod in that it brings some new weaponry and models. The coolest addition in my opinion is the shuriken replacing the smart disc. In fact, my AvP movie electrovision skins (the green aliens in the vision mode) are included in this campaign too and they look great with the redone vision mode. However, much of the predator's weaponry is missing from the whole campaign. This may be a design choice to limiting the weaponry to the predator weapons as seen in the AvP film.

While I love a lot of this campaign, I have some major gripes with it as well. UHM is by FAR the most difficult campaign/map (minus the first level) ever made for AvP2. I appreciate difficult maps, but the challenge here is excessively difficult at times to the point at which it becomes totally unfair to the player. My playthrough took a little over two and a half hours. I probably cut about 15 minutes of wandering around trying to figure out what to do. Many times in the campaign there is no indication or hint as to where to go. Some walls that must be broken, look like normal dirt and one wouldn't know that these walls have to be destroyed to pass if not randomly attacking everything.

Although my biggest frustration lies in the alien npc ai. The aliens are VERY headbite-happy in UHM. They will even headbite while pouncing in mid-air. This can actually be quite a fun challenge, but the player's weaponry is limited. To deal with multiple instant-killing aliens the player should use long range weaponry such as the plasmacaster. However, the energy sift (tool for replacing energy to use said plasmacaster) is omitted from the campaign. Thus, ammo is extremely scarce and the player is forced to use a lot of melee. Predator melee is a LOT weaker against insta-kill, headbiting aliens. Predator healing is also omitted. So the player must quick save often hoping to have enough health to finish the map. After each map the players health and ammo is restored to maximum. The only way the player can heal is finding the rare secret pool to take a dip in. I found only one in my playthrough.

There are parts in the campaign where aliens will infinitely spawn. Even if the player kills a dozen aliens in a row, they keep spawning until eventually overwhelming the player. The parts that have infinite spawns are sometimes traps, whereas other times they aren't and are forcing the player to run to safety. If the player encounters the queen, this type of event will occur, except the aliens that spawn are 100% invincible. This is an intended trap (it is subtlety mentioned in the readme file) but I forgot and quick-saved after triggering the trap. Thus, I was entirely screwed. I realized there was a way around the trap by leading the invincible aliens into lava, but they never died and just kept screaming while stuck.

I should also mention that early in the campaign the ally predator npcs would collapse to the ground after getting injured/attacked by aliens. Later on towards the end of the campaign, one of the same predators would instantly die every time he was attacked. This was extremely frustrating, bordering on 007 protecting Natalya frustration.

UHM as a whole is pretty great. It has great presentation and a lot of content. I really think it needed some balancing with the ai, or at least a boost of the player's weaponry. If one can look past the frustrating moments, there is a lot

This mod swaps the facehugger with a large spider model in both singleplayer and multiplayer. There are two variants of the spider included. The first is a black widow spider. The second is a brown wolf spider. Both spiders are larger than the default facehugger and are near the size of the alien runner. Each spider has matching spider sound effects, unique huds and unique vision mode skins to match the corresponding base skin. Both spiders will function exactly like the facehugger, with wall-walking, facehugging, etc. In order to prevent cheating and potential glitches, the spiders have the standard hitbox of the facehugger. So while the spider is easier to be spotted in multiplayer due to its larger size, the trade off is that they are a bit harder to kill as the spiders need to be shot dead center.

I was originally planning to release the spider model at the same size scale as the facehugger, but the model would warp when I scaled it down in size. Instead of scrapping it, I realized it was quite fun to be chased by large spiders in AvP2. Since spiders spawn from eggs, just like facehuggers, it works quite well. Give this a try on a lifecycle server or any singleplayer map loaded with facehuggers. I think you'll enjoy having a new enemy/npc. Have fun!

AvP2's beetle model will replace the facehugger in both singleplayer and multiplayer. The beetle functions exactly the same as the facehugger but with new sounds. Version 2.0 of the beetle will fix a glitch that version 1.0 had in that the beetle was invincible to fire and wouldn't burn in singleplayer. The beetle catches on fire as it should now. Everything else about the model is the same as version 1.0. Enjoy.

This is a small mod that swaps AvP2's health and armor pickup models with the supply box powerup model from the Lithtech game called Purge. In Purge, the boxes are used for health and ammo. Since AvP2's ammo comes in an ammobox, I edited the ammo texture (removed the bullet logo) to match it to armor (added an armor logo). Please keep in mind that these new powerups have the same dimensions/hitbox as the default AvP2 models. They were also scaled to be similar in size. I also decided to keep the spinning animations on the new powerups. It's the rotation of the models that makes the powerups really stand out. I hope you enjoy it!

"Maze2" is the second of the few maze maps included with HHO's Frosty Aliens Predators - Special Edition (aka FAP_SE). Once again the player spawns as a marine and must navigate the maze to find the exit. While the "Maze1" map had a hedge maze style to it, "Maze2" comes off as a maze/obstacle course hybrid. At the start and end of the map, the player will navigate very narrow tunnels that force the player to conquer various obstacles that immediately kill the player upon failure. Thus, it is recommended to quick save often. The middle section of the map has an alien hive maze, a glass floor maze and a few rooms require the player to teleport via warps.

The majority of the maze has very little npcs to deal with. The majority of them are facehuggers that come from eggs that can be avoided if they are destroyed. The remaining npcs are predators (a few of which sneak attack the player), a few drone aliens and a few corporates. One of these corporates is invincible as he can regenerate health and chase the player after he gets back up from falling. The biggest difficulty hurdle is easily clearing some obstacles. While I played this map previously, I had forgotten how to clear some of the jumps over acid pools. Therefore, I took many attempts to get it right.

It should be noted that a few sections of Maze2 (the spike wall trap, the hive and predator cage with Jones) are reused in the POD expansion levels of the map FAP_SE. Overall Maze2 is a lot of fun. There aren't many maps that present obstacles to the player and force the player to think of their approach. More maps like this are needed.

"Frosty has been sent in to Investigate. Frosty's mission is to find a way in and out of this Weyland supply ghost ship? Battle through Aliens and Humans and Lots of nasty ol preds. Is it an experiment gone wrong? Can Frosty make it?"

Map review:

As previously reviewed here https://www.youtube.com/watch?v=iKIWrzxDkrU , Frosty Aliens Predators (aka FAP, lol) is a massive marine-based singleplayer map reworked from an older multiplayer map. This video highlights the most recent version and probably final release of the map at the time of this upload. For reference it is called FAPSE_UPDATE2017.

This video is somewhat of a redo of my previous playthrough as I had salvaged a quick-save right before I finished the map. Turns out that the author, HHO, has hidden two "expansion levels" in the latest FAPSE map. These maps are POD 1 and POD 2. These maps warranted their own separate review anyway. They can activated by destroying an egg right before the escape area (near where the player spawns). When the egg is destroyed, POD 1 can be accessed by a newly revealed hacking terminal. Once POD 1 is cleared, a hacking terminal opens up for POD 2 right next to it.

POD 1 is a hedge maze-style map similar to Maze1 (see previous review) with a different look and layout. The player must navigate the maze while being attacked by various enemies. Like in the Maze1 map, POD 1 has the zombie marine and health-regenerating synthetic that will chase the player until the end of the map. It's very challenging and hilarious to watch at times. If the player beats POD 1, he/she is rewarded with

POD 2 is another maze-style map, but with an alien hive theme. This map has some traps to kill or slow down the player while fighting off aliens. If the player reaches the end of POD 2, they are teleported inside a cag..

"Frosty has been sent in to Investigate. Frosty's mission is to find a way in and out of this Weyland supply ghost ship? Battle through Aliens and Humans and Lots of nasty ol preds. Is it an experiment gone wrong? Can Frosty make it?"

Map review:

Frosty Aliens Predators (aka FAP, lol) is a massive marine-based singleplayer map reworked from an older multiplayer map. The author, HHO, released several versions of the map, each with improvements. I actually showcased an early beta release here: https://www.youtube.com/watch?v=ctTb5iTEzr4 which was excessively difficult at times.

There are three main versions/editions of the map, each with their own small variations. The first is the original FAP, then there was the special edition version (FAP_SE) and then there is version FAPSE_UPDATE2017 which I played in this video. The 2017 version is the most up to date version of this map at the time of this video and it is probably the final release.

In the map, the player controls Frosty and must infiltrate a large space ship complex loaded with corporates, aliens and predators. Nearly all enemy types appear in the map, even the strikers (mosquito-looking npcs). The initial main mission objective is to stop the corporates from placing bombs to blow up the hive. As the player progresses, he/she must locate the torch and hacking panel. To finish the map quickly, all the player has to do is hack a computer panel to activate the escape ship for launch.

However, what makes this map special is as the player progresses, the map slowly turns more and more treacherous with an ever-increasing hive goo, alarms and ship-shaking galore. It gets VERY intense if the player continues the map beyond the minimum effort required.

The reason for the player to stay extra long on the map is that various new enemies appear as bonus challenges for the player. These are extra predators, a queen, etc. There are various cutscenes in the map indicating that the player has the option to go back and face them if the player chooses to. The player is rewarded with collectible prizes (large in-game actions figures, yes really) for doing so. I know for a fact I found the marine prize, but I'm not sure on the others.

The only real problem with the map is that it can be very confusing at times in where to go or what to do. I had played this map previously and still got lost at one point. This map is great for those who love to explore though and it's very challenging. The ai can be pretty intense and sometimes slightly unfair. The aliens are very headbite-happy and at times the player will have two or more predators spawn at point blank range in front of them.

Personally, I love the challenge. I especially like that this map offers a lot of predator enemies, whereas most maps only have one or two max. I would say for me, the highlight of the map is fighting the predators on the catwalks and in the cramped vents. Moments like this are very adrenaline pumping. I HIGHLY RECOMMEND this map.

"Maze1" is the first of a few maze maps included with HHO's Frosty Aliens Predators - Special Edition (aka FAP_SE). In this map player spawns as a marine and is placed into a maze with the entrance closed off (perhaps by a predator?). The goal, like most mazes, is to reach the exit. The maze is really a hedge maze with various arrow signs posted around the hedges. These arrows actually point the correct path the player should take, so it is not hard to get lost. The real challenge here are the enemies. There are a few corporates and facehuggers which are easy pickings. There is one drone alien that can instantly kill the player if spawned. The predators can sometimes get the jump on the player at times too.

However, there are two infinitely regenerating npcs that can't be killed. One is a beat up-looking marine and the other is a synthetic with a rocket launcher. These two are nightmares to beat. Once they are "killed" they will fall to the floor and slowly get back up to chase the player as if nothing happened. The marine will normally chase the player through most of the hedge maze once he is free from his cell. For whatever reason, he lightly followed me and wasn't much of a problem in my playthrough. The synthetic was another story though, as he was ruthless. To finish the map, the player must use the blowtorch on a keypad and exit the big cell doors that he entered. This part is a little bit confusing but that's the ending.

It should be noted that there is a second version of this map called "Maze1Keep". It is basically the same exact map with minor props, like crates and boxes moved around and a few different facehugger spawns. Since it is really the same map I will not record it as it's 99% identical.

Maze1 is a bit of challenge and is worth a look at it if the player is looking for more difficult ai to face. There is enjoyment to be had here.

Testing some things for a possible new mod. I changed all the ammo types to rockets and this is the result. Every gun fires rockets instead of bullets, but at the gun's normal rate of fire. I had to turn on an invincibility cheat to stay alive and record this.

"Bots" is not a full singleplayer map, but a prefab map for testing purposes. However, I chose to highlight this map because of how beneficial it is. The player spawns in one large room full of most, if not all the human npcs present on the map. Nearly all of them are stationary, which makes it great for testing new character skins to see how they look. There are a few quirky enemies and npcs that will attack the player or spawn when the player activates a trigger while walking around the map.

Other than just looking at all the characters, it's a great map for testing npc-gibbing with explosives. Note there is a mission failure if the player kills any of the marine npcs as it is considered friendly fire. There is nothing more to say about this map as again, it's not a full singleplayer map. It's definitely worth checking out if you are a modder or just want to mess around for fun.

This map can be found in HHO's Frosty Aliens Predators - Special Edition (aka FAP_SE).

AvP2 MAGA mod replaces all marine helmets, goggles, masks with red MAGA hats reading "MAKE AVP2 GREAT AGAIN". If the marines are trying to restore freedom to AvP2, then their enemies, the Weyland-Yutani corporation, are the evil communists trying to censor and destroy. To represent this, they are given communist hats (red star, hammer and sickle) and "IT'S ALL BULLSHITS" hat. This is a popular slogan from one of the head Marxists in the AvP2 censoring group. For some finishing touches, I added a Donald Trump themed splash and male taunts for multiplayer.

Remember, this is a small parody mod that behaves similarly to my head control mod. Don't take it too seriously. But together, WE WILL MAKE ALIENS VERUS PREDATOR TWO GREAT AGAIN!!! THANK YOU AND GOD BLESS YOU!!!

"Exosuit Arena Marine" (EAM) is by far my favorite custom map ever made for AvP2. This may surprise some as the map is not the most advanced and there are other maps out there that have way more attention to detail. But for me personally, EAM does something unique that none of the other maps really do. What is this? Well it is spawning a ton of ai npcs from all three species at the same time all over the map. As soon as the map starts, there are npcs running around looking for a fight.

There are predators, aliens, marines and corporates galore. There are even synthetics spawning. Many of the npcs are carrying various weapons as well. Modmaker attempted to create a singleplayer, skirmish/team-deathmatch feel with this map. Thus all the chaos. As for the player, the player will spawn as a marine next to a wall. If the player doesn't get moving within the first 10 seconds of the map, the player will either be attacked by aliens or receive a rocket to the face. It's a pretty intense map. Truthfully, all of the enemies are pretty dumb in their ai. They will target the first enemy they lock onto and walk past all other npcs, including the player, unless they are attacked by a new target or their original target is destroyed.

As for the map layout, it is somewhat a rework of one of the original AvP2 prefab/sample maps. Modmaker made tweaks here and there to change the look to the point where it looks like a whole new design. The map has multiple levels. There is the floor level the player spawns on, two basement levels, an upper level above ground and a rooftop level. As the player walks around the map, enemy spawns will trigger new enemy types. In my first playthrough, I attempted to trigger all enemy types to attack me simultaneously. In my final playthrough in the video, I played a more passive strategy to let all the ai attack each other and just obse..

Crash Land is one of the earliest custom maps made for AvP2 and it tries to do quite a bit. The map starts with an opening cutscene of a predator ship forcing the crash landing of the marine dropship. This is where the player takes control of a marine leading his squad. The goal of the map is to essentially reach the endpoint of the map.

The map is broken three major sections. The first is where the marines encounter predators npcs, then a section of alien npcs, followed by the third section of mostly human npcs. The ai marines in the player's squad are supposed to accompany the player throughout the level. They are extremely buggy and often stand around doing nothing. Once they do start following the player, they will follow but always lag behind in the distance. One of the marines is a medic which can resupply the player with health upon activation.

For whatever reason, the marines stop following the player once they make it to sentry gun/turret in the hive. From here on out, the player must complete the remainder of the map solo. I had played this map in the past multiple times and have been able to beat it easily without dieing. In my replaying of this map, I had forgotten what to do and mess up a few times. Towards the end of the map the player must grab a bomb to plant on the apc to proceed to the final door of the map. I attempted to grab the bomb early and it wouldn't work. It should be noted that the apc must spawn first, then the player can grab the bomb.

This map can be a bit difficult at first. There are a few traps and some of the ai can instantly kill the player. While not perfect, it does a lot of neat things and is a classic map.

"The Narrow Way" is an appropriate title for this map, as the player will play the role of a convict attempting to find their way through a very narrow and dangerous path. This path consists of large cliffs hovering over a massive lava pit. The goal for the player is to reach the end of the path to make it to the "ancient keep" for sanctuary. Along the way, the player will be swarmed with many alien enemies that can easily help knock the player into the lava. To make matters worse, the motion tracker is removed, making sneak attacks from enemies much more likely.

The atmosphere of this map is reminiscent of a few other Windebieste maps that have this eerie, dark setting with lava everywhere. There are tons of lightning strikes present in this map to add to the atmosphere, but unfortunately they cause sudden fps drops at times which can be fatal when navigating over lava. Aside from the fps drops with the lightning, the only complaint I have is that there is a bit too much walking back and forth over the same terrain. Fortunately, bridges will collapse and enemies will spawn at random times to change things up, so it's not too bad. Regardless, this is a really cool map worth checking out.

Having lost his own energy sift device, he has borrowed yours for his rite of passage blood hunt quest. Unfortunately, his failure to return bodes unfavourably for your clan as Your energy sift that he was carrying is a valuable clan asset that cannot be easily replaced. As such, your clan council has decreed that you are responsible for your own equipment and have advised you that "You gave it to him, you can go and get it." and it must be retrieved from the Temple of the Worm, the last known location of your missing clan mate.

This is not a personal trial of manhood for you to be performed alone. The Temple of the Worm has a reputation for being an extremely hazardous hunting ground and the clan Council has decided that you are to be accompanied by two experienced Yautja 'Brothers of the Spear' warrior clan members to assist you in the task.

Your mission is simple: Enter the Temple of the Worm, determine the fate of your missing clan mate and collect the lost Energy Sift. Then return to the extraction point with your escorts for immediate collection from the site to the Yautja pursuit ship hovering overhead..."

Map review:

Temple of the Worm is a predator-based map in which the player must find their energy sift in a temple and make it back to the ship for evac. The player starts off with just wristblades, but can find a few more weapons along their way on the map. The map is a mix of narrow outdoor areas and rooms within temples. All the enemies the player faces are aliens. They can easily gang up on the player due to frequent spawning and close quarter environments. To help the player out, two ally npc predators will accompany the player. They aren't that effective in combat though as they have slow reaction time and sometimes act buggy. I've found it i..

This is another one of those oddball maps. In "Revenge of the Malevolent Monkey" a monkey rides around on a hybrid, flying creature, with a giant eyeball and syringes. Yeah... It encircles the map and repeatedly blows up some marines shooting at a predator in a tree. The player on the other hand, is elsewhere, as the player spawns in a small observation room filled with monitors. The player can choose to observe action through various camera angles via the monitors. That is all there is to the map. It's more of a joke than a full fledged singleplayer experience, but this is some of that twisted AvP2 humor Windebieste is known for. It should be noted that this is version 1.1 of the map which has some minor improvements.

Map author: Phil 'Windebieste' Wlodarczyk with the help of Hevoc, Herr Alien and Chris Beaver.

Story:

"The clumsy unchecked stumblings of Humans across the cosmos have given them the false confidence that every World they touch is simply theirs for the taking. Once before they have visited Acheron with fatal results and now their aggressive hunger for interstellar conquest has lead them back to this World. Coupling their opportunistic nature to take what is not rightfully theirs to claim with a severe lack of caution, this time they have returned under a corporate driven manifest destiny.

Unfortunately for them, such a hostile appetite for colonial expansion can only end in confrontation with the ultimate disaster:

YOU."

Map review:

Here is a very unique map in which the player takes control of an alien on Hadley's Hope. What makes this map special is its mission objective to find and destroy all 158 human npcs on the map. At the bottom right of the player's hud is a "chomp-o-meter" displaying the remaining human npcs on the map. As the player takes them out, the meter will fall in number until it hits zero and the player wins. As an alien, the player starts off as a facehugger and must facehug one of three human npcs at the start of the map. The left and middle npcs will have the player spawn as a drone and the right npc will have the player spawn as a runner. However, the middle npc will enable hints (this is the easy mode) and prevent the player from unlocking the secret ending (more on this later). In my playthrough I chose the left npc.

The player will not fight alone though, as several other alien npcs will join the player in the fight. The ai of these aliens ranges from dumb to extremely aggressive. For the most part they will just follow the player around and stand in the way of the player's path; mainly at doorways and exits. However, the moment they lock onto a Weyland-Yutani staff member, they make a direct beeline to attack them. It is best to stay out of their way when they attack as they can often kill the player by accident. This happened to me numerous times in my playthrough. It should be mentioned that the level design itself its pretty good and representative of what one would expect from a Hadley Hope complex, although its not 1:1 like it is in the movie. This isn't necessarily a bad thing though.

Once the player gets to around twenty npcs remaining, this map stops becoming fun and becomes a chore unfortunately. From my experience, it becomes EXTREMELY tedious and difficult to find the hard to reach and good-hiding npcs. The hints would probably make this a lot easier, but I wanted to unlock the secret ending. Although once I found the remaining ways to get access to the final npcs, the map became fun again. The xenomorph transforms again towards the end of the map into a praetorian which is a nice addition. This of course was fun until I had one npc left and had to re-search the whole map several times. I probably cut about thirty minutes of randomly searching for npcs from the video towards the end of the alien run.

If the player picked one of the facehugger victims without the hints, managed to destroy all 158 npcs AND kept all their alien escort npcs alive (make sure to quick-save often just in case) the player will unlock the secret ending called "sole survivor mode". In this mode, the player will spawn as a Weyland-Yutani officer hard at work in his room oblivious to all the xenomorph commotion going on outside. He is armed only with a knife, and must find his way out the Hadley Hope complex with no help at all. What is interesting with this mode is that it begins exactly when the alien part ends; meaning any items destroyed by the aliens will remain destroyed in this mode. This mode is a more straight forward style of AvP2 map, but it is difficult in that weapon selection is very limited. Many of the drone alien npcs have beefed up health and are very trigger happy with head biting mid-pounce. At the end a queen will spawn and it gets pretty ridiculous but tons of fun.

This is definitely a LONG map. It will take over an hour to complete, so make sure to save often. While it is a bit tedious towards the end of the alien part, the overall map is great and worth the grind. It is highly recommended.

Circle of Death: Char Grilled Edition is one of the more unique skirmish maps for AvP2. The map layout is a series of floating rock platforms that hover over lava in the center of an active volcano. One of the platforms has a control panel that can be activated to spawn various alien enemy types. The player takes control of the predator and can spawn the enemies as they please. There isn't much room to fight and weapon selection is limited. Thus, that is the real challenge for the player. Overall, its a fun and quick map to play.

NekroSanktum is somewhat of a spiritual successor to the map Morlock. Like its predecessor, it too is a marine based skirmish map sharing a hellish-lair look. However, NekroSanktum is a far more challenging map in that the player is placed above numerous lava pits and must navigate cramped corridors. This of course creates incredible difficulty in evading the enemy aliens attacking the player. It is very tough to survive long on this map, so quick save often. Those up for a challenge should definitely give it a try.

Morlock is a rather challenging human-based map, that can be played either as a skirmish map or with a mission objective of obtaining the exosuit. At the start of the map, the player needs to choose one of three difficulties by opening the ammo box corresponding to the entrance ladder to levels below ground. Harder difficulties have more aliens and less ammo. Once underground the player must puzzle solve in figuring out where the switches are to open the corresponding doors if they want to progress. Once the player reaches the surface, they will get the exosuit and fight a queen to the death. There is no real "ending" per say, so the player can either keep fighting the respawning aliens or quit at that point.

Personally, I've found the map to be very difficult when not knowing where to go. Once I figured out where the switches and booby traps were, the map became far more manageable. Nevertheless, it's a fun map.

"The Yautja's honour is all. Without it, he is worthless. He is nothing to his society; and pride is everything to the clan. Occasionally, a Predator may come to disagreement or cause grievous insult to another of his tribe; and honour must be protected and preserved. A test of Yautja pride is a fight to the death. To this end, the 'Trials of Pride' are conducted amidst the magma-heated background and sulphuric fumes of the great natural furnace arena known as the 'Forge of Honour'."

Map review:

This is a rather unique and interesting map. Forge of Honour is a predator-based skirmish map, in which the player fights off aliens to the death. The map layout is basically a gladiator style map based in hell due to to all the lava, spikes, etc. I should note that in my playthrough I lagged quite a bit, as this map doesn't run that great on my computer. The lightning strikes seem to cause short and sudden lag spikes which greatly interfered with my speargun shooting and crouch jumping.

Nevertheless, this map was still playable. I just made sure to quick-save where appropriate. I would also advise on quick-saving for this one, as the map is indeed a challenging one. While the map isn't a small map, navigating the tight cliffs, wooden planks and broken bridges over the lava pits can be pretty difficult when under alien attacks. Furthermore, you will have to navigate these paths if you intend to pickup the various predator pickups scattered across the map. In my playthrough I tried jumping on top of one of the cages (this cage is used to keep non-predator characters contained in the multiplayer version of the map) but to no avail.

As far as I could tell there is no "safe place" where the player can stand and not be attacked. So the strategy here is to keep moving and grab all the predator powerups/weapons, then challenge the queen by spawning her..